Runic Combinations

Techniques, skills, powers, spells, curses, manipulations, and everything else go here. List all abilities of your character, not abilities of xir allies or equipment, and wait for approval before RPing in Houcm.
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Shir-Nuzreh
Posts in topic: 2
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Joined: Tue Nov 15, 2011 8:02 am
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Runic Combinations

Post by Shir-Nuzreh » Thu Dec 01, 2011 12:59 am

A cost of 0 means that it is either constantly active or can be used at any time without cost; you should be able to tell which are which. All abilities that are constantly active don't involve the bodily extension animation; that is only used for spells that are actively cast. Their ranges have been estimated by many, especially Xareorne, but none have been confirmed. The ranges that are shown here are correct, though unknown for fact to Houcm people. The names were all dubbed by Houcm people based on what they appear to do, assisted primarily by Xareorne's scanning abilities. Some of them are very simple because that's really all that they are; every action that Shir-Nuzreh takes is a spell, even down to just floating there. Spells of this sort (such as Levitate) that have multiple versions can be cast simultaneously; Shir-Nuzreh can cause itself and as many allies as it wants to levitate, as long as it's mana-rich. Shir-Nuzreh can not cast offensive/supportive/healing spells simultaneously to each other, but it can cast other spells, such as Float or Evade, in the process. Assume them to each have a two-second ending lag after them that applies only to spells of this sort: After casting, say, Scorch, Shir-Nuzreh can keep floating and dodging, but can't cast Freeze or Scorch again for another two seconds. As stated in the bio, its actions are mostly sensible, but sometimes misguided or unfitting, meaning that its full potential is never truly realized. Assume that all factors are magical unless otherwise stated, and all costs are to MA. If a spell is cast without option upon the fulfillment of specified requirements, it must be cast unless the cost can not be paid. Unless specified otherwise, offensive/healing magic deals damage regardless of placement factor. If a targeting range is not given, assume it to be self-targeting. When specs are given for friendly or enemy units, Shir-Nuzreh's intentions are taken into account.

Knowledge
<cost = 0> Always know all units' elemental resistances and parameters, but not stats. If a target attempts to scan Shir-Nuzreh, the scan is canceled. The information that the scan would glean is then applied in reverse; the caster's information is transferred to Shir-Nuzreh's mind. As a side effect, all of Shir-Nuzreh's spells are nigh-impossible to scan for any data at all. Additionally, Shir-Nuzreh has a magical “sight” in all directions that extends indefinitely (rather, until blocked by whatever it is seeing). Shir-Nuzreh is immune to any ability-affecting memory influences, such as “Addle.”
Convey
<cost = [negligible] over time, range = infinite> Communicate thoughts and feelings without using words, simply implanting knowledge into others' minds. This is mainly used to, believe it or not, warn hostile targets that they are about to be blasted.
Learn
<cost = 0> When struck by a spell that Shir-Nuzreh does not know, induce a 1/10 chance (die roll: 10) of auto-learning the spell. If the spell is learned, briefly glow light blue and mentally mark the spell as a learned one.
<cost = [below AVG] over time; can be cast only while Shir-Nuzreh is not actively casting an offensive/healing spell; upon casting, must remain casting for at least 10 seconds, disallowing non-support/Levitate spells for that time> Constantly glow light blue. Mirror the other effects of the first version of Learn, but add 2 to the numerator of the chance (die roll: 8, 9, or 10). Upon a successful learn, glow a bit brighter for a brief moment.
Memory Dump
<forget all learned spells; must have at least 10 minus Level> This is used as an emergency maneuver. Shir-Nuzreh's MA recovery rate is tripled for 35 seconds, and all of its costs become 0 for the first 10 of those. During the latter 25 seconds, the ending lag between offensive/supportive/healing spells is halved. Shir-Nuzreh is invincible in the split second in which the spell is being cast. If a unit is in contact with Shir-Nuzreh during this invincibility period, it is bounced slightly away and forced to stagger. Basically, it's what happens if most characters perform a very good block. Its animation is that of Shir-Nuzreh being coated in a dark red aura, then the aura dropping 5 meters (probably into the ground) before disappearing.
Levitate
<target = self: cost = [laughable] over time> Levitate in place, still unless moved externally. If struck by an attack while in this state, its KB factor is halved.
<target = friendly unit within 5 meters + Level * 2: cost = [negligible] over time> Cause target to levitate in place, still unless moved externally.
Float
<target = self: cost = [negligible] over time> Float through space, typically as the crow flies to target destination. MOVSPD is determined by MAG / 6.
<target = friendly unit within 3 meters + Level * 2: cost = [tiny] over time> Cause target to float through space.
Jump
<cost = [tiny]; must be within 0.5 meters of a surface> Propel self away from designated surface at a speed of Float * 2 for up to two seconds plus one per Level.
Glide
<cost = [tiny] over time> Glide through space at the speed of Float * 1.2.
Damage Barrier
<cost = 0> Upon receiving an attack, negate any tissue damage. Shir-Nuzreh takes damage regardless of placement factor, as it is spherical.
<cost = [small]; optionally activated upon taking damage> Flash yellow-orange and become invincible to environmental hazards for one second times Shir-Nuzreh's Level. During this time, reduce damage from any other source very slightly.
Tenacity
<cost = 0> Shir-Nuzreh is immune to any effects that would disable spellcasting. Shir-Nuzreh loses no MS to cast spells and takes halved damage to MA from attacks that reduce MA.
Meditation
<cost = 0; active when Levitate and support spells (those that are constantly active or are so under certain conditions, such as Tenacity, Damage Barrrier, Knowledge, and Learn) are the only spells that are being cast> Very slightly increase mana regeneration rate.
Last Stand
<cost = [AVG]; triggers without option when HE is reduced to 10% or less> Slightly increase DEF, RES, and mana recovery rate until HE rises above 10%.
Buffer
<cost = [negligible]; triggers without option upon being wall rushed> Negate wall rush damage to Shir-Nuzreh.
Evade
<cost = [laughable]> Spin and jolt suddenly upward, downward, sideward, or any diagonal, traversing your own body length times 3 at Float's speed * 5. Disable usage of this spell for two seconds. Subtract 1/3rd second * (Level - 2) from this disability time. If the result is greater than two seconds, it becomes two seconds.
Reflect
<cost = [negligible]> Relfect any reflect-able magic from whence it came if it strikes Shir-Nuzreh and none of the spell's measurable sides exceed a length of 15 cm (almost 6"). Simply said, reflect spells that are shot in a very small form.
Shift State
<cost = [laughable]> Shift from a biological to a technological being or vice versa.
Impose
<cost = [slightly below AVG]> Extend body and slam forward up to 3 meters plus Level minus 1. The attack speed is nothing to brag about, but the attack can be mean in enclosed spaces. Shir-Nuzreh's body is considered to be a magical entity, so the attack is, in fact, magical.
Impose.jpg
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Scorch
<cost = [huge], range = 20 meters> Inflict fire damage with a wisp of pink fire that generates above and behind the target, then sweeps in. The power factor is below the cost. Its HE damage is multiplied by 95%, and its tissue damage is multiplied by 115%.
Scorch.jpg
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Freeze
<cost = [huge], range = 20 meters> Inflict ice damage with a vortex of dark blue ice that generates around and closes in on the target. See Scorch.
Freeze.jpg
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Electrocute
<cost = [huge], range = 20 meters> Inflict electric damage with blue bolts from the sky. See Freeze.
Electrocute.jpg
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Contort
<cost = [huge], range = 20 meters> Apply twisting force to the target with a wave of contorting, earth-elemental plasma that generates from below the target and moves upward. See Electrocute.
Contort.jpg
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Sink
<cost = [huge], range = 20 meters> Deal water damage to the target by generating two orbs of purple, phantasmal magic to the sides of the target, between which comes waves of swiveling, swirling water magic. See Contort.
Sink.jpg
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Warp
<cost = [huge], range = 20 meters> Warp the target's body with wind that swishes downward into the target, spins about, moves outward and upward, and repeats once. Think of a flying dive-and-rise attack. See Sink.
Warp.jpg
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Illuminate
<cost = [huge], range = 20 meters> A target takes light damage. Its animation is as follows: A black dot appears on the target, then light surges outward from the dot. See Warp.
Illuminate.jpg
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Strangle
<cost = [huge], range = 20 meters> A target takes dark damage. Its animation is as follows: White circles enclose on the target and take the shown formation, then the area is filled with dark magic. See Illuminate.
Strangle.jpg
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Note: It may seem to be a bit easier to hit multiple targets with Illuminate and Strangle than the previous elemental spells because the beginnings of their animations are a bit more difficult to notice than the others. Still, they are only meant for one target; their radii can loosely be defined as “the area that the target takes up plus a bit,” so hitting multiple targets with these is still very unlikely.
Mana Release
<cost = current - [negligible]> Pause and spin, then release limits to send out magic in a shockwave, dealing heavy light damage. Its power factor is 5/8ths of what would be considered as proportional to the cost (and is thereby variable). If the target has an elemental resistance level above 1 after all other factors are considered, set it to 1 (normal damage at least). If the attack misses everyone, recover MA = that which was spent / 3. If it strikes only one target, recover MA = that which was spent / 27. Its appearance is Prishe's Banishga in Dissidia Duodecim FF, shown here from 2:11 on.
[youtube]http://www.youtube.com/watch?v=vyiQCbUZCLI[/youtube]
Space Spiral
<cost = [AVG], range = 15 meters> A spacial distortion spirals from the sky into the target instantaneously (autohit). For the next 10 minutes, the target's projectiles have a special piercethrough property: They will pierce through any structures, but this has no effect on armor, shields, et cetera. This enchantment acts as an odd status effect and can be removed by heightened dispulsions.
The following video demonstrates many spells. All that are unused White Magic spells in FFXI are the animations of the following spells in order. Later, at 2:55, Nox, then Lux are shown before Ignis-Aqua. The video's “Ignis” spell actually demonstrates the animations of Shir-Nuzreh's Ignis, Glacies, and Fulgur: The part before the snowflake is seen in all three, but in light blue and dark purple for Glacies and Fulgur. The snowflake is for Glacies, the circles with the flash for Fulgur, and Ignis gets a red smoke puff animation. Aer, Terra, and Aqua are unchanged. Bandage
<cost = [slightly below AVG], range = 40 meters> Restore a slightly below average amount of tissue health to the target. The power factor is multiplied by ([die roll: 1...11] / 5).
Enchant
<cost = [AVG], range = 40 meters> Restore HE to the target. The power factor is multiplied by ([die roll: 1...11] / 5).
Great
<cost = [slightly above AVG], range = 40 meters> Restore a slightly above average amount of HE to target area of 5-meter radius. The power factor is multiplied by ([die roll: 4...7] / 5).
Together
<cost = [AVG], range = 40 meters> Restore tissue health to target area of 5-meter radius. The power factor is multiplied by ([die roll: 4...7] / 5).
Rise
<cost = [above AVG], range = 40 meters> Give the target the “Float” status (not Shir-Nuzreh's Float, but the status effect from Final Fantasy games that allows one to stand-float just above the ground). The target's HE increases very slowly over time. The target's PS increases incredibly slowly over time. All effects are disabled after 35 seconds or if Float is dispelled. If Float was not successfully inflicted (e.g. it was cast on Shir-Nuzreh, who constantly floats already and is thereby immune to Float), the other effects still take place and can not be dispelled.
<target = self> Additionally, when casting Evade, reduce physical damage to Shir-Nuzreh by 5% as long as Rise is in effect.
Ignis
<cost = [below AVG * (1 + 0.2 * number of Ignis-Nox status effects already on target)], range = 30 meters> Inflict a non-stackable status effect of the same name on the target (standard dispulsion level). Its effect is as follows: Reduce fire damage intake and increase fire damage output by 5% each. Unless priorly dispelled, this effect wears off after one minute.
Glacies
<cost = [below AVG * (1 + 0.2 * number of Ignis-Nox status effects already on target)], range = 30 meters> Inflict a non-stackable status effect of the same name on the target (standard dispulsion level). Its effect is as follows: Reduce ice damage intake and increase ice damage output by 5% each. Unless priorly dispelled, this effect wears off after one minute.
Fulgur
<cost = [below AVG * (1 + 0.2 * number of Ignis-Nox status effects already on target)], range = 30 meters> Inflict a non-stackable status effect of the same name on the target (standard dispulsion level). Its effect is as follows: Reduce electric damage intake and increase electric damage output by 5% each. Unless priorly dispelled, this effect wears off after one minute.
Aer
<cost = [below AVG * (1 + 0.2 * number of Ignis-Nox status effects already on target)], range = 30 meters> Inflict a non-stackable status effect of the same name on the target (standard dispulsion level). Its effect is as follows: Reduce wind damage intake and increase wind damage output by 5% each. Unless priorly dispelled, this effect wears off after one minute.
Terra
<cost = [below AVG * (1 + 0.2 * number of Ignis-Nox status effects already on target)], range = 30 meters> Inflict a non-stackable status effect of the same name on the target (standard dispulsion level). Its effect is as follows: Reduce earth damage intake and increase earth damage output by 5% each. Unless priorly dispelled, this effect wears off after one minute.
Aqua
<cost = [below AVG * (1 + 0.2 * number of Ignis-Nox status effects already on target)], range = 30 meters> Inflict a non-stackable status effect of the same name on the target (standard dispulsion level). Its effect is as follows: Reduce water damage intake and increase water damage output by 5% each. Unless priorly dispelled, this effect wears off after one minute.
Lux
<cost = [below AVG * (1 + 0.2 * number of Ignis-Nox status effects already on target)], range = 30 meters> Inflict a non-stackable status effect of the same name on the target (standard dispulsion level). Its effect is as follows: Reduce light damage intake and increase light damage output by 5% each. Unless priorly dispelled, this effect wears off after one minute.
Nox
<cost = [below AVG * (1 + 0.2 * number of Ignis-Nox status effects already on target)], range = 30 meters> Inflict a non-stackable status effect of the same name on the target (standard dispulsion level). Its effect is as follows: Reduce dark damage intake and increase dark damage output by 5% each. Unless priorly dispelled, this effect wears off after one minute.
At 3:21, this shows Fortify, then Charge Beam. Fortify
<cost = [below AVG], range = 50 meters> Inflict a non-stackable status effect of the same name (with a heightened dispulsion level) that wears off after one hour. Its effect is one of the following (caster's choice):
  • Increase DEF by a below average amount.
  • Increase RES by a below average amount.
  • Reduce phy damage intake by 5%.
  • Reduce mag damage intake by 5%.
  • Reduce flinch and KB factor intake.
  • Reduce phy and mag damage to unit's tissue health by 7% (stacks additively with generic reductions).
<cost = [below AVG], range = 50 meters, target = unit with “Fortify” status> Select one of the previously listed effects and apply it additionally to the Fortify status. The caster can not select an effect that is already active (so that they can accumulate with each other, but not stack upon themselves, like Ignis-Nox, but without the added costs).
<cost = [below AVG], range = 50 meters, target = unit with “Fortify” status> Increase the remaining time of Fortify on the target by 35 minutes, to a maximum of two hours.
Charge Beam
<cost = [significantly below AVG]> Gain a status effect by the same name. Multiples can not be in play simultaneously, but successive casts results in a higher level of charge (which is not signified by anything until the beam is released). The status effect has a standard dispulsion level, so multiple charging casts may be negated by a single dispulsion. As of yet, up to three charge levels can stack on one status. Animation: This is the energy condensation before the beam is released in the vid.
<cost = [tiny]> Negate own “Charge Beam” status effect by releasing the charge in a powerful beam with no split damage property. The beam can not be aimed by the caster pivoting after its original release; it just goes in one direction for 50 meters. Its element is chosen at random from ten options: fire, ice, lightning, earth, wind, water, darkness, light, gravity, or non-elemental. Its power factor is [significantly below AVG] * (charge level factor). The charge level factor operates as follows, with each former number representing a charge level and each latter number representing the respective multiplier: (1 -> 1, 2 -> 2.3, 3 -> 3.5)
Store
<cost = 0> Utilize magical access to an exclusive, subspace storage pocket that contains Shir-Nuzreh's inventory. Everything is assigned a price. Shir-Nuzreh can absorb money (only if offered willingly), take a few seconds to process it, take another couple seconds to summon the selected item, and thereby be used as a dispenser. It can project information of its store capabilities and inventory into others' minds with Convey. It can deny a sale and sometimes does for highly-priced items that it wishes to keep for who-knows-why, but it generally just doesn't deny a sale, for better or worse. Shir-Nuzreh can sell stuff to itself and, in fact, this is the only way for it to retrieve items from storage. It still has to go through the processing time even for itself, though.
Use
<cost = variable> Adaptively interact with designated items. The spell can be used to pull a lever, use a potion, and otherwise perform small tasks that would otherwise require hands. There is no limit that can be explicitly stated, but it is very weak. Its cost is pathetically low for most uses (simple lever toggle, potion use, et cetera) and only a bit below average at the top end of the spectrum (i.e. tough lever toggle, medium-sized jar lift). It can't do anything of particular significance and is used almost exclusively to use items. Note that it can't designate items that are in another dimension pocket, so, in order to use its items, Shir-Nuzreh must both cast Store to retrieve them and cast Use to actually utilize them.
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Shir-Nuzreh
Posts in topic: 2
Posts: 10
Joined: Tue Nov 15, 2011 8:02 am
Abilities: http://seinvocc.com/forum/viewtopic.php?f=16&t=622
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Post by Shir-Nuzreh » Wed Sep 12, 2012 11:37 pm

OOOOO = average; o = O/2

PS: n/a
MS: ??? (apparently godhackitty high, but MS does not benefit behaviors and reactions in a normal manner)
HE: OOOOOOo
MA: OOOOOOOOOOOOOOOOOo
CH: n/a
STR: o
DEF: OOo
MAG: OOOOOOOOOOOOOo
RES: OOo
SPD: OO

Special character request: See the bio for details. While Shir-Nuzreh doesn't have to maintain PS to survive and act, it has to totally crash until it recovers enough mana to get going again when it runs out. Plus, all of its standard actions that most chars can simply execute physically are spells, so it has to spend MA in place of PS all the time. I suppose that the vulnerability from MA crashing isn't as high as physical exhaustion, but, with defenses like that, survivability is not usually connected to maintenance, anyway. Plus, while it's recovering, it's only working on oone parameter at a time. Others get to eat and sleep to recover their PS while they recuperate their MA and CH, but Shir-Nuzreh has just one.The MS pretty clearly takes itself out of the calculations because Shir-Nuzreh has the benefit of being able to take tons of MS damage with no problem, but its odd casting patterns keep it from reaping the benefits to action frequency. That leaves 45 (8 stats and parameters * 5 Os per AVG + 5 for PS) points to divvy up. That's how much I count, so I think that I've got it.
As a little kicker, you may notice that all of my default, offensive spells are inefficient and lacking variety. I have huge cost for less damage (and even less to HE, but closer to what the cost justifies for TD) and I have . . . the exact same thing in other elements. I have that bullshit learning trick (mainly to substitute lack of ability to train in many other ways), and I'm certainly going to need it just to get a decent start.
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